#include <iostream>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <direct.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

#define STB_IMAGE_IMPLEMENTATION

#include "stb_image.h"
#include "shader.h"

const int SCR_WIDTH = 800;
const int SRC_HEIGHT = 600;

void framebuffer_size_callback(GLFWwindow *window, int width, int height);

void processInput(GLFWwindow *window);

void mouse_callback(GLFWwindow *window, double xpos, double ypos);

glm::vec3 cameraPos = glm::vec3(0.0f, 0.0f, 3.0f);
glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);
glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);
int main() {

    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

    GLFWwindow *window = glfwCreateWindow(SCR_WIDTH, SRC_HEIGHT, "LearnOpenGL", NULL, NULL);
    if (window == NULL) {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
    glfwSetCursorPosCallback(window, mouse_callback);
    if (!gladLoadGLLoader((GLADloadproc) glfwGetProcAddress)) {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }
    // configure global opengl state
    // -----------------------------
    glEnable(GL_DEPTH_TEST);
    //cmake set execute path
    Shader ourShader("res/vet.glsl", "res/fra.glsl");
    float vertices[] = {
            -0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
            0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
            0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
            0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
            -0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
            -0.5f, -0.5f, -0.5f, 0.0f, 0.0f,

            -0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
            0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
            0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
            0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
            -0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
            -0.5f, -0.5f, 0.5f, 0.0f, 0.0f,

            -0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
            -0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
            -0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
            -0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
            -0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
            -0.5f, 0.5f, 0.5f, 1.0f, 0.0f,

            0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
            0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
            0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
            0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
            0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
            0.5f, 0.5f, 0.5f, 1.0f, 0.0f,

            -0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
            0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
            0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
            0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
            -0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
            -0.5f, -0.5f, -0.5f, 0.0f, 1.0f,

            -0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
            0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
            0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
            0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
            -0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
            -0.5f, 0.5f, -0.5f, 0.0f, 1.0f
    };

    unsigned int VAO, VBO, EBO;
    glGenVertexArrays(1, &VAO);
    glGenBuffers(1, &VBO);

    glBindVertexArray(VAO);
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *) 0);
    glEnableVertexAttribArray(0);

    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *) (3 * sizeof(float)));
    glEnableVertexAttribArray(1);

    unsigned int texture1, texture2;
    glGenTextures(1, &texture1);
    glBindTexture(GL_TEXTURE_2D, texture1);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    int width, height, nrChannels;
    stbi_set_flip_vertically_on_load(true);
    unsigned char *data = stbi_load("res/container.jpg", &width, &height, &nrChannels, 0);
    if (data) {
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
        glGenerateMipmap(GL_TEXTURE_2D);
    } else {
        std::cout << "Failed to load texture" << std::endl;
    }
    stbi_image_free(data);

    glGenTextures(1, &texture2);
    glBindTexture(GL_TEXTURE_2D, texture2);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    data = stbi_load("res/awesomeface.png", &width, &height, &nrChannels, 0);
    if (data) {
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
        glGenerateMipmap(GL_TEXTURE_2D);
    } else {
        std::cout << "Failed to load texture" << std::endl;
    }
    stbi_image_free(data);
    ourShader.use();
    ourShader.setInt("ourTexture1", 0);
    ourShader.setInt("ourTexture2", 1);
    glm::vec3 cubePositions[] = {
            glm::vec3(0.0f, 0.0f, 0.0f),
            glm::vec3(2.0f, 5.0f, -15.0f),
            glm::vec3(-1.5f, -2.2f, -2.5f),
            glm::vec3(-3.8f, -2.0f, -12.3f),
            glm::vec3(2.4f, -0.4f, -3.5f),
            glm::vec3(-1.7f, 3.0f, -7.5f),
            glm::vec3(1.3f, -2.0f, -2.5f),
            glm::vec3(1.5f, 2.0f, -2.5f),
            glm::vec3(1.5f, 0.2f, -1.5f),
            glm::vec3(-1.3f, 1.0f, -1.5f)
    };
    while (!glfwWindowShouldClose(window)) {
        processInput(window);

        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, texture1);
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, texture2);
        ourShader.use();

        glm::mat4 view = glm::mat4(1.0f);
        glm::mat4 project = glm::mat4(1.0f);

        view = glm::lookAt( cameraPos,cameraPos + cameraFront,cameraUp);
        project = glm::perspective(glm::radians(45.0f), (float) SCR_WIDTH / (float) SRC_HEIGHT, 0.1f, 100.0f);


        unsigned int viewLoc = glGetUniformLocation(ourShader.ID, "view");
        glUniformMatrix4fv(viewLoc, 1, GL_FALSE, &view[0][0]);

        unsigned int projLoc = glGetUniformLocation(ourShader.ID, "projection");
        glUniformMatrix4fv(projLoc, 1, GL_FALSE, &project[0][0]);


        glBindVertexArray(VAO);
        for (unsigned int i = 0; i < 10; i++) {
            glm::mat4 model = glm::mat4(1.0f);
            model = glm::translate(model, cubePositions[i]);
            float angle = 20.0f * i+10;
            model = glm::rotate(model, glm::radians(angle) * (float) glfwGetTime(), glm::vec3(1.0f, 0.3f, 0.5f));
            unsigned int modelLoc = glGetUniformLocation(ourShader.ID, "model");
            glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
            glDrawArrays(GL_TRIANGLES, 0, 36);
        }


        glfwSwapBuffers(window);
        glfwPollEvents();
    }
    glDeleteVertexArrays(1, &VAO);
    glDeleteBuffers(1, &VBO);
    glDeleteBuffers(1, &VBO);
    glDeleteBuffers(1, &EBO);

    glfwTerminate();
    return 0;
}

void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
    glViewport(0, 0, width, height);
}

void processInput(GLFWwindow *window) {
    float cameraSpeed = 0.005f;
    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
        glfwSetWindowShouldClose(window, true);
    }
    if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
        cameraPos += cameraSpeed * cameraFront;
    }
    if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
        cameraPos -= cameraSpeed * cameraFront;
    }
    if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
        cameraPos -= glm::normalize(glm::cross(cameraFront,cameraUp))* cameraSpeed;
    }
    if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
        cameraPos += glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
    }
}